Hi DeepFriedScience, What a great question - it has inspired me to answer in detail! I don't have all the answers, but I have been GMing games online for over 10 years now (way before Roll20) and offline forever, and can definitely impart some hard-learned wisdom. As you suspect, the vast majority of games with new players and new GMs seem to flame out quickly or have trouble even getting started. If you are looking for long-term success, you want to build a strong foundation for your game. Some of my advice might differ or conflict with the advice of others. I'm not saying it's the only way or the best way, just that this is what has worked for me over the years. These days I hardly ever run into the common issues that most GMs complain about - I went through those growing pains years ago. Make most of the decisions upfront. As a GM, you are a valuable commodity as I'm sure you are aware. The ratio of GMs to players has always been an issue, and that ratio is especially rough on Roll20. Whatever you decide to do, you will have to beat players off with a stick once you announce it. It's important to make all of the major decisions before you start looking for players, based on what you really want and what works best for you - the rules system, time, day, frequency, style of game, software used, etc. Don't compromise just because you are excited to get a game going, you are probably hurting your chances in the long run. Even if you are flexible on some of these areas, you are still better off making those decisions ahead of time to build a strong foundation. You can always tweak them down the road if necessary. A happy and excited GM makes for happy and excited players, and a greater chance at a successful campaign! Change your perspective. The actual game and it's details aren't that important. Most likely, you don't really want to play a RPG with a bunch of strangers - you want to make new friends online that are good people, fun to hang out with, enjoy the same kinds of games you do and can meet on a reliable basis. Shift your focus away from the game you are running and towards finding people that you click with. With that in mind, I highly recommend starting off by running one-shots in the exact same time slot you have planned for your campaign. For starters, you get to start playing and making friends immediately! Scratching that RPG itch right away can stop you from making poor long-term decisions because you "just want to play" as soon as possible. Don't make any long-term commitments to a game - use the opportunity to have fun, become comfortable with Roll20 and online GMing, and most importantly, to build up a circle of friends that you want to game with. Personally, I don't put much stock into interviewing or online applications - just like real life, someone might interview well but be a terrible player (or at least, not what you are looking for), or vice versa - their application might be shaky, but they are a blast to play with. You really won't know if they are a good fit until you actually play with them. One-shots are also a great way to test out various options you are unsure about - which game system you really want to play, which voice software you want to use, etc. Try to use the same rules in your one-shots that you want in your campaign. If you think bards are annoying or tieflings shouldn't be a PC race, your one-shots are the place to set those expectations or test them out. The bottom line here is that if you build a good group of people that get along, have similar interests and can meet on a regular basis - the actual gaming bits will be the easiest part. Scheduling and reliability are by far the most important things. You might have the greatest players in the world, but if they can't play at the same time as you or only show up for one-third of the sessions, it won't matter. The schedule always comes first. Do some soul searching on what time slot really works best for you, what kind of frequency is the most sustainable - and then stick to it. Nothing can kill a campaign faster than poor attendance or a changing schedule. Start off with strict rules on attendance, make sure the players know them and then enforce them. Keep a waiting list of other players ready to join your campaign and remind current players of the waiting list. You can do all this without being a jerk about it, just let the players know how important it is to the success of the game. Sure, real life happens and you can be more flexible with attendance once you know the players are reliable, but when they are still an unknown quantity you will have more success if you are strict up front. My personal preference is to make certain they can definitely play in the first few sessions (to get the game off to a strong start) and have a player or two on standby to replace them immediately in case they don't. No-call no-shows are replaced immediately, no mercy. If this sounds a bit harsh, here's the important thing - reliable players want to play in reliable groups, and will appreciate that you are strict about attendance. It's the players that are unreliable who will have an issue with a strict attendance policy - best to scare them off before you even get started. After you have a built a reliable group that is off to a strong start, you can start being more flexible when real life interferes. On a related note, figure out what your ideal number of players is and then add one to it for your final roster of current players. In a longer campaign, odds are someone is not going to be able to make it most weeks because of real life interference. Build on a string of victories. Don't start off with grand ideas of long running campaigns. Those almost always fizzle or flame out. Start small and build on your successes. Get some one-shots in as practice and for the reasons stated above. Invite back a few of your favorite players to the next one-shot and open it up to a few new players. Repeat until you are comfortable with everything and have a good selection of players to choose from. Start a group and run a multi-session adventure that may or may not turn into a longer campaign. If that struggles, fix what's wrong and try again. If it works, build it into a mini-campaign with a definitive end-point, say like 12 sessions or 2 months. Nothing says you can't continue the same campaign after that, but aim for shorter, more realistic goals and achieve them first. In my experience, the classic "I'm looking for a long-term campaign with reliable players" start is almost certainly going to fail, but a practical short-term approach that you can build on almost always excceeds expectations. Build relationships, new and old. Continuously build on the relationships you create. Keep in touch with your circle of players, even if you aren't playing with them currently. Add them to Google circles. Become friends on Steam and play video games with them. Send them a message every once in a while to see how they are doing and what they are playing. Play in random one-shots with them. For some people that's easy and comes naturally, but for many it needs to be a more deliberate practice. Build up that stable of friends and players over time and it will be your most valuable asset when it comes to gaming with success. Finally, don't forget to add new players to your circle as often as you are comfortable with it - one of the greatest joys as a GM is introducing new people to roleplaying games! If the GM has their act together, it's easier to cultivate good new players. They are going to have a better experience and are more likely to become a permanent member of the hobby. They will also become better players faster, with good habits and values that are important to GMs! :) I imagine there are a lot of new players who get excited about learning roleplaying games and Roll20, but get turned off from a poor initial experience and wander away back to the land of video games. Anyway, that's my advice for GMs looking to play online. Have fun at each step along the way. Be in a rush to play, but don't be in a rush to start a long-term campaign. Take what ideas work for you from this, file away the rest. Let me know if you have further questions or I can help with more specific information. Good luck and enjoy the process, I'm excited for you and the players you will find!